Just in time for the official Arcana expansion launch tomorrow, we are releasing Patch 22 and setting more than a few things right. The team has put in a lot of extra hours as we work to fix all the issues that originated in Patch 20, as well as various other bugs that have been in-game since release.

One note - if you still have any units that are stuck on your homeland, please move them out to world map and back to your hometown.

With the Arcana expansion out and the game in the best shape it has ever been in, we are starting on our next big project that will change Kingdom Wars forever. It might take us some time to prepare - but it will be well worth the wait. We will provide details in due time, but for now though it remains a secret, just know there are big things on the horizon.

See you on the battlefield!

Patch is Live

Patch # 22

:::::Major Fixes and Additions:::::
-Fixed a common cause of Lag by disabling and removing Advanced Logging from Options
-Fixed source of a common lag-spike on homeland in Steam version of the game
-Fixed lag related to workers and pathfinding
-Fixed major issues with workers units losing control, getting stuck or roaming homeland
-Fixed various issues with units getting stuck or going outside of player control
-Fixed major lag spike during siege combat
-Improved performance with Orc homeland economy
-Visual performance boost of average +5 FPS across the board
-Fixed game breaking Kingdom Wars mode crash

:::::Minor Fixes and Additions:::::
-Removed Buy Crowns for real money buttons
-Fixed no-walls no-PvP exploit
-Added auto-login feature
-Fixed various Quests, broken due to pathfinding or lag issues
-Fixes a bug with auto opening and closing town gates
-Minor polish to the main menu
-Fixed issue with building plot under Guild Hall and Wizard Guild still being accessible
-World Map and single units allow RMB scrolling and don`t show tasking arrow
-Fixed white flag issue in Kingdom Wars game mode
-Fixed rare issue effecting Alliance Chat for some players

:::::Balance Adjustments:::::
-Orc homelands are limited to a number of buildings players can construct
-All units including livestock and peasants add to army/town strength now - small values
-All items on the market are significantly cheaper in crowns now
-Wizard of the Deep can unlock spells at lower levels now - helping with leveling up progression
-Greatly reduced the cost of leveling up units in NPC towns, reduction is between 2X-5X depending on a unit type and level
-Greatly reduced XP requirements for leveling up units
-Elven Gold economy exploit addressed - Alchemy Labs lose effectiveness after buildings 5 labs
-Elven Gold economy exploit addressed - Symbiosis can only spawn 1 gold mine per building
-Orc laborer battalions reduced to 10 units, with better gathering
-Exchange gold for crowns price reduced
-Reduced Hydra stats by around 25-30%
-Orcish Honor to the Victor quest made significantly easier
-Kingdom Wars game mode made easier with additional starting resources
-Kingdom Wars game mode made easier with higher income rates
-Re-balanced resources and unit cost for Castle Defend and Lay Siege game modes
-Easier starting conditions for Castle Defend and Lay Siege game modes

will limiting the building numbers for orcs effect people that might have already gone past it? and if so, will it just destroy random buildings to take it down to that number? cause that would be annoying as hell.

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"Like the unforgiving ocean, our forces will be as a tidal wave, reaving a path of destruction with nothing but ruin in their wake" - Reaver, Warchief of the Horde.

will limiting the building numbers for orcs effect people that might have already gone past it?

Quote:

Originally Posted by Konstantin Fomenko

And nope, won`t effect the old players, but these towns are a small minority

If I make a campaign against these hideous veteran creatures and burn all their huts to the ground, will they be able to rebuild an unlimited amount of buildings again or will they be stuck at the cap now?

If I make a campaign against these hideous veteran creatures and burn all their huts to the ground, will they be able to rebuild an unlimited amount of buildings again or will they be stuck at the cap now?

Buildings cannot be permanently destroyed, so yes, they can just rebuild. But the odds of you taking on a vet this early are very small :)

__________________
"Like the unforgiving ocean, our forces will be as a tidal wave, reaving a path of destruction with nothing but ruin in their wake" - Reaver, Warchief of the Horde.